Brenon Holmes
Programmer

Joined: 17 Oct 2001 From: Edmonton, Alberta
|
Posted: Monday, 28 June 2004 01:06AM
We discussed this a bit before in the aforementioned parry thread... but it's a fun topic.
Combat is a tricky beast, because you can't take everything into account all the time. For example, how do you make someone parry two attacks that happen at almost the exact same time?
Unless you have a special animation to cover that case, you cannot.
Basically what I'm getting at is, unless we have an animation for every possible situation that could potentially occur in a fight, you *will* see creatures not reacting in some situations (because we don't use an interrupt system, like Diablo).
Our job is to make sure that the cases in which these sorts of things occur are minimal. If we do it well, hopefully, you'll rarely notice...
We do have some plans on how to deal with most of these issues, however I'm not going to talk about those until we've at least proven that they work . _________________ "Never be afraid to share your dreams with the world, because there's nothing the world loves more than the taste of really sweet dreams."
- Bitterness, 2001 collection, www.despair.com
|